Xamnam
Loves Your Favorite Game
I think you've hit on it well, again with the bolded in particular. On the one hand, my players and I do just enjoy that intrinsically, and going along with world/scene description (which can have some overlap with framing, but not inherently), it lets us all cohesively imagine and embody ourselves better.I appreciate the response.
Check out what I've bolded above. I think maybe (could be wrong) what is happening here is at the intersection of (a) what your sense of table time is devoted to in these games in particular + (b) how that doesn't jive with (perhaps) what your table time is devoted to in your own home games?
So for instance, in these games? Table time is devoted damn near exclusively to situation-framing, player's cognitive loop (orienting to the situation and then processing their decision tree and then landing on a chosen action), consequence-resolution and situation-reframing, follow-on conflicts, and any systemitized upkeep/downtime or management of prompts.
So the GM in these games isn't talking less on the whole than in trad games. Its just that the things they're saying exclude trad concepts that find a lot of table time like exposition dumps, breadcrumb laying, reveals, heavy on the performative theatrics, significant focus on ephemera (like maps or handouts), and conflict-neutral freeplay (although some games have a hair of this...but that freeplay is going to be right on the heels of conflict or chasing some new, follow-on conflict). So same amount of talking for GMs in these games...its just that the words/conversation doesn't entail the italicized stuff. Its all basically (a) aggressing the PCs via principled application of system and (b) managing your systemitized duties and the game engine's particulars (like structured play loops and system prompts).
However, that time, which would be momentumless padding in a more conflict-driven game, is also what I feel like gives my brain the time and space to realize escalations that do hound on the dramatic question of the scene or the players. When there is little separating out having to make GM moves, my brain starts to fry, and I feel like my ability to make the consequences/increased pressure fully relevant to what is going on diminishes rapidly. Especially in combination with: Not wanting to leave dead air fighting against making sure my reactions do fit in the framework of the established GM moves. Pacing, both in direct response and overall scenic development, is the pressure point.